#version 330 core

layout(location = 0) in vec3 aPos;
layout(location = 1) in float VertexTemp;

uniform float CoolesTemp;
uniform float TempRange;

out float Temperature;

void main()
{
    Temperature = (VertexTemp - CoolesTemp) / TempRange;
    gl_Position = vec4(aPos, 1.0);
}

